import {EventDispatcher, MOUSE, Quaternion, Spherical, TOUCH, Vector2, Vector3} from '../../../build/three.module.js'

var CameraControls = function (object, domElement) {
  if (domElement === undefined) console.warn('THREE.CameraControls: The second parameter "domElement" is now mandatory.')
  if (domElement === document) console.error('THREE.CameraControls: "document" should not be used as the target "domElement". Please use "renderer.domElement" instead.')

  this.object = object
  this.domElement = domElement

  // Set to false to disable this control
  this.enabled = true

  // "target" sets the location of focus, where the object orbits around
  this.target = new Vector3()

  // Set to true to enable trackball behavior
  this.trackball = false

  // How far you can dolly in and out ( PerspectiveCamera only )
  this.minDistance = 0
  this.maxDistance = Infinity

  // How far you can zoom in and out ( OrthographicCamera only )
  this.minZoom = 0
  this.maxZoom = Infinity

  // How far you can orbit vertically, upper and lower limits.
  // Range is 0 to Math.PI radians.
  this.minPolarAngle = 0 // radians
  this.maxPolarAngle = Math.PI // radians

  // How far you can orbit horizontally, upper and lower limits.
  // If set, must be a sub-interval of the interval [ - Math.PI, Math.PI ].
  this.minAzimuthAngle = -Infinity // radians
  this.maxAzimuthAngle = Infinity // radians

  // Set to true to enable damping (inertia)
  // If damping is enabled, you must call controls.update() in your animation loop
  this.enableDamping = false
  this.dampingFactor = 0.05

  // This option enables dollying in and out; property named as "zoom" for backwards compatibility
  // Set to false to disable zooming
  this.enableZoom = true
  this.zoomSpeed = 1.0

  // Set to false to disable rotating
  this.enableRotate = true
  this.rotateSpeed = 1.0

  // Set to false to disable panning
  this.enablePan = true
  this.panSpeed = 1.0
  this.screenSpacePanning = false // if true, pan in screen-space
  this.keyPanSpeed = 7.0 // pixels moved per arrow key push

  // Set to true to automatically rotate around the target
  // If auto-rotate is enabled, you must call controls.update() in your animation loop
  // auto-rotate is not supported for trackball behavior
  this.autoRotate = false
  this.autoRotateSpeed = 2.0 // 30 seconds per round when fps is 60

  // Set to false to disable use of the keys
  this.enableKeys = true

  // The four arrow keys
  this.keys = {LEFT: 37, UP: 38, RIGHT: 39, BOTTOM: 40}

  // Mouse buttons
  this.mouseButtons = {LEFT: MOUSE.ROTATE, MIDDLE: MOUSE.DOLLY, RIGHT: MOUSE.PAN}

  // Touch fingers
  this.touches = {ONE: TOUCH.ROTATE, TWO: TOUCH.DOLLY_PAN}

  // for reset
  this.target0 = this.target.clone()
  this.position0 = this.object.position.clone()
  this.quaternion0 = this.object.quaternion.clone()
  this.zoom0 = this.object.zoom

  //
  // public methods
  //

  this.getPolarAngle = function () {
    return spherical.phi
  }

  this.getAzimuthalAngle = function () {
    return spherical.theta
  }

  this.saveState = function () {
    scope.target0.copy(scope.target)
    scope.position0.copy(scope.object.position)
    scope.quaternion0.copy(scope.object.quaternion)
    scope.zoom0 = scope.object.zoom
  }

  this.reset = function () {
    scope.target.copy(scope.target0)
    scope.object.position.copy(scope.position0)
    scope.object.quaternion.copy(scope.quaternion0)
    scope.object.zoom = scope.zoom0

    scope.object.updateProjectionMatrix()
    scope.dispatchEvent(changeEvent)

    scope.update()

    state = STATE.NONE
  }

  // this method is exposed, but perhaps it would be better if we can make it private...
  this.update = (function () {
    var offset = new Vector3()

    // so camera.up is the orbit axis
    var quat = new Quaternion().setFromUnitVectors(object.up, new Vector3(0, 1, 0))
    var quatInverse = quat.clone().inverse()

    var lastPosition = new Vector3()
    var lastQuaternion = new Quaternion()

    var q = new Quaternion()
    var vec = new Vector3()

    return function update() {
      var position = scope.object.position

      offset.copy(position).sub(scope.target)

      if (scope.trackball) {
        // rotate around screen-space y-axis

        if (sphericalDelta.theta) {
          vec.set(0, 1, 0).applyQuaternion(scope.object.quaternion)

          var factor = scope.enableDamping ? scope.dampingFactor : 1

          q.setFromAxisAngle(vec, sphericalDelta.theta * factor)

          scope.object.quaternion.premultiply(q)
          offset.applyQuaternion(q)
        }

        // rotate around screen-space x-axis

        if (sphericalDelta.phi) {
          vec.set(1, 0, 0).applyQuaternion(scope.object.quaternion)

          var factor = scope.enableDamping ? scope.dampingFactor : 1

          q.setFromAxisAngle(vec, sphericalDelta.phi * factor)

          scope.object.quaternion.premultiply(q)
          offset.applyQuaternion(q)
        }

        offset.multiplyScalar(scale)
        offset.clampLength(scope.minDistance, scope.maxDistance)
      } else {
        // rotate offset to "y-axis-is-up" space
        offset.applyQuaternion(quat)

        if (scope.autoRotate && state === STATE.NONE) {
          rotateLeft(getAutoRotationAngle())
        }

        spherical.setFromVector3(offset)

        if (scope.enableDamping) {
          spherical.theta += sphericalDelta.theta * scope.dampingFactor
          spherical.phi += sphericalDelta.phi * scope.dampingFactor
        } else {
          spherical.theta += sphericalDelta.theta
          spherical.phi += sphericalDelta.phi
        }

        // restrict theta to be between desired limits
        spherical.theta = Math.max(scope.minAzimuthAngle, Math.min(scope.maxAzimuthAngle, spherical.theta))

        // restrict phi to be between desired limits
        spherical.phi = Math.max(scope.minPolarAngle, Math.min(scope.maxPolarAngle, spherical.phi))

        spherical.makeSafe()

        spherical.radius *= scale

        // restrict radius to be between desired limits
        spherical.radius = Math.max(scope.minDistance, Math.min(scope.maxDistance, spherical.radius))

        offset.setFromSpherical(spherical)

        // rotate offset back to "camera-up-vector-is-up" space
        offset.applyQuaternion(quatInverse)
      }

      // move target to panned location

      if (scope.enableDamping === true) {
        scope.target.addScaledVector(panOffset, scope.dampingFactor)
      } else {
        scope.target.add(panOffset)
      }

      position.copy(scope.target).add(offset)

      if (scope.trackball === false) {
        scope.object.lookAt(scope.target)
      }

      if (scope.enableDamping === true) {
        sphericalDelta.theta *= 1 - scope.dampingFactor
        sphericalDelta.phi *= 1 - scope.dampingFactor

        panOffset.multiplyScalar(1 - scope.dampingFactor)
      } else {
        sphericalDelta.set(0, 0, 0)

        panOffset.set(0, 0, 0)
      }

      scale = 1

      // update condition is:
      // min(camera displacement, camera rotation in radians)^2 > EPS
      // using small-angle approximation cos(x/2) = 1 - x^2 / 8

      if (zoomChanged || lastPosition.distanceToSquared(scope.object.position) > EPS || 8 * (1 - lastQuaternion.dot(scope.object.quaternion)) > EPS) {
        scope.dispatchEvent(changeEvent)

        lastPosition.copy(scope.object.position)
        lastQuaternion.copy(scope.object.quaternion)
        zoomChanged = false

        return true
      }

      return false
    }
  })()

  this.dispose = function () {
    scope.domElement.removeEventListener('contextmenu', onContextMenu, false)
    scope.domElement.removeEventListener('mousedown', onMouseDown, false)
    scope.domElement.removeEventListener('wheel', onMouseWheel, false)

    scope.domElement.removeEventListener('touchstart', onTouchStart, false)
    scope.domElement.removeEventListener('touchend', onTouchEnd, false)
    scope.domElement.removeEventListener('touchmove', onTouchMove, false)

    document.removeEventListener('mousemove', onMouseMove, false)
    document.removeEventListener('mouseup', onMouseUp, false)

    scope.domElement.removeEventListener('keydown', onKeyDown, false)

    //scope.dispatchEvent( { type: 'dispose' } ); // should this be added here?
  }

  //
  // internals
  //

  var scope = this

  var changeEvent = {type: 'change'}
  var startEvent = {type: 'start'}
  var endEvent = {type: 'end'}

  var STATE = {
    NONE: -1,
    ROTATE: 0,
    DOLLY: 1,
    PAN: 2,
    TOUCH_ROTATE: 3,
    TOUCH_PAN: 4,
    TOUCH_DOLLY_PAN: 5,
    TOUCH_DOLLY_ROTATE: 6,
  }

  var state = STATE.NONE

  var EPS = 0.000001

  // current position in spherical coordinates
  var spherical = new Spherical()
  var sphericalDelta = new Spherical()

  var scale = 1
  var panOffset = new Vector3()
  var zoomChanged = false

  var rotateStart = new Vector2()
  var rotateEnd = new Vector2()
  var rotateDelta = new Vector2()

  var panStart = new Vector2()
  var panEnd = new Vector2()
  var panDelta = new Vector2()

  var dollyStart = new Vector2()
  var dollyEnd = new Vector2()
  var dollyDelta = new Vector2()

  function getAutoRotationAngle() {
    return ((2 * Math.PI) / 60 / 60) * scope.autoRotateSpeed
  }

  function getZoomScale() {
    return Math.pow(0.95, scope.zoomSpeed)
  }

  function rotateLeft(angle) {
    sphericalDelta.theta -= angle
  }

  function rotateUp(angle) {
    sphericalDelta.phi -= angle
  }

  var panLeft = (function () {
    var v = new Vector3()

    return function panLeft(distance, objectMatrix) {
      v.setFromMatrixColumn(objectMatrix, 0) // get X column of objectMatrix
      v.multiplyScalar(-distance)

      panOffset.add(v)
    }
  })()

  var panUp = (function () {
    var v = new Vector3()

    return function panUp(distance, objectMatrix) {
      if (scope.screenSpacePanning === true) {
        v.setFromMatrixColumn(objectMatrix, 1)
      } else {
        v.setFromMatrixColumn(objectMatrix, 0)
        v.crossVectors(scope.object.up, v)
      }

      v.multiplyScalar(distance)

      panOffset.add(v)
    }
  })()

  // deltaX and deltaY are in pixels; right and down are positive
  var pan = (function () {
    var offset = new Vector3()

    return function pan(deltaX, deltaY) {
      var element = scope.domElement

      if (scope.object.isPerspectiveCamera) {
        // perspective
        var position = scope.object.position
        offset.copy(position).sub(scope.target)
        var targetDistance = offset.length()

        // half of the fov is center to top of screen
        targetDistance *= Math.tan(((scope.object.fov / 2) * Math.PI) / 180.0)

        // we use only clientHeight here so aspect ratio does not distort speed
        panLeft((2 * deltaX * targetDistance) / element.clientHeight, scope.object.matrix)
        panUp((2 * deltaY * targetDistance) / element.clientHeight, scope.object.matrix)
      } else if (scope.object.isOrthographicCamera) {
        // orthographic
        panLeft((deltaX * (scope.object.right - scope.object.left)) / scope.object.zoom / element.clientWidth, scope.object.matrix)
        panUp((deltaY * (scope.object.top - scope.object.bottom)) / scope.object.zoom / element.clientHeight, scope.object.matrix)
      } else {
        // camera neither orthographic nor perspective
        console.warn('WARNING: CameraControls.js encountered an unknown camera type - pan disabled.')
        scope.enablePan = false
      }
    }
  })()

  function dollyIn(dollyScale) {
    if (scope.object.isPerspectiveCamera) {
      scale /= dollyScale
    } else if (scope.object.isOrthographicCamera) {
      scope.object.zoom = Math.max(scope.minZoom, Math.min(scope.maxZoom, scope.object.zoom * dollyScale))
      scope.object.updateProjectionMatrix()
      zoomChanged = true
    } else {
      console.warn('WARNING: CameraControls.js encountered an unknown camera type - dolly/zoom disabled.')
      scope.enableZoom = false
    }
  }

  function dollyOut(dollyScale) {
    if (scope.object.isPerspectiveCamera) {
      scale *= dollyScale
    } else if (scope.object.isOrthographicCamera) {
      scope.object.zoom = Math.max(scope.minZoom, Math.min(scope.maxZoom, scope.object.zoom / dollyScale))
      scope.object.updateProjectionMatrix()
      zoomChanged = true
    } else {
      console.warn('WARNING: CameraControls.js encountered an unknown camera type - dolly/zoom disabled.')
      scope.enableZoom = false
    }
  }

  //
  // event callbacks - update the object state
  //

  function handleMouseDownRotate(event) {
    rotateStart.set(event.clientX, event.clientY)
  }

  function handleMouseDownDolly(event) {
    dollyStart.set(event.clientX, event.clientY)
  }

  function handleMouseDownPan(event) {
    panStart.set(event.clientX, event.clientY)
  }

  function handleMouseMoveRotate(event) {
    rotateEnd.set(event.clientX, event.clientY)

    rotateDelta.subVectors(rotateEnd, rotateStart).multiplyScalar(scope.rotateSpeed)

    var element = scope.domElement

    rotateLeft((2 * Math.PI * rotateDelta.x) / element.clientHeight) // yes, height

    rotateUp((2 * Math.PI * rotateDelta.y) / element.clientHeight)

    rotateStart.copy(rotateEnd)

    scope.update()
  }

  function handleMouseMoveDolly(event) {
    dollyEnd.set(event.clientX, event.clientY)

    dollyDelta.subVectors(dollyEnd, dollyStart)

    if (dollyDelta.y > 0) {
      dollyIn(getZoomScale())
    } else if (dollyDelta.y < 0) {
      dollyOut(getZoomScale())
    }

    dollyStart.copy(dollyEnd)

    scope.update()
  }

  function handleMouseMovePan(event) {
    panEnd.set(event.clientX, event.clientY)

    panDelta.subVectors(panEnd, panStart).multiplyScalar(scope.panSpeed)

    pan(panDelta.x, panDelta.y)

    panStart.copy(panEnd)

    scope.update()
  }

  function handleMouseUp(/*event*/) {
    // no-op
  }

  function handleMouseWheel(event) {
    if (event.deltaY < 0) {
      dollyOut(getZoomScale())
    } else if (event.deltaY > 0) {
      dollyIn(getZoomScale())
    }

    scope.update()
  }

  function handleKeyDown(event) {
    var needsUpdate = false

    switch (event.keyCode) {
      case scope.keys.UP:
        pan(0, scope.keyPanSpeed)
        needsUpdate = true
        break

      case scope.keys.BOTTOM:
        pan(0, -scope.keyPanSpeed)
        needsUpdate = true
        break

      case scope.keys.LEFT:
        pan(scope.keyPanSpeed, 0)
        needsUpdate = true
        break

      case scope.keys.RIGHT:
        pan(-scope.keyPanSpeed, 0)
        needsUpdate = true
        break
    }

    if (needsUpdate) {
      // prevent the browser from scrolling on cursor keys
      event.preventDefault()

      scope.update()
    }
  }

  function handleTouchStartRotate(event) {
    if (event.touches.length == 1) {
      rotateStart.set(event.touches[0].pageX, event.touches[0].pageY)
    } else {
      var x = 0.5 * (event.touches[0].pageX + event.touches[1].pageX)
      var y = 0.5 * (event.touches[0].pageY + event.touches[1].pageY)

      rotateStart.set(x, y)
    }
  }

  function handleTouchStartPan(event) {
    if (event.touches.length == 1) {
      panStart.set(event.touches[0].pageX, event.touches[0].pageY)
    } else {
      var x = 0.5 * (event.touches[0].pageX + event.touches[1].pageX)
      var y = 0.5 * (event.touches[0].pageY + event.touches[1].pageY)

      panStart.set(x, y)
    }
  }

  function handleTouchStartDolly(event) {
    var dx = event.touches[0].pageX - event.touches[1].pageX
    var dy = event.touches[0].pageY - event.touches[1].pageY

    var distance = Math.sqrt(dx * dx + dy * dy)

    dollyStart.set(0, distance)
  }

  function handleTouchStartDollyPan(event) {
    if (scope.enableZoom) handleTouchStartDolly(event)

    if (scope.enablePan) handleTouchStartPan(event)
  }

  function handleTouchStartDollyRotate(event) {
    if (scope.enableZoom) handleTouchStartDolly(event)

    if (scope.enableRotate) handleTouchStartRotate(event)
  }

  function handleTouchMoveRotate(event) {
    if (event.touches.length == 1) {
      rotateEnd.set(event.touches[0].pageX, event.touches[0].pageY)
    } else {
      var x = 0.5 * (event.touches[0].pageX + event.touches[1].pageX)
      var y = 0.5 * (event.touches[0].pageY + event.touches[1].pageY)

      rotateEnd.set(x, y)
    }

    rotateDelta.subVectors(rotateEnd, rotateStart).multiplyScalar(scope.rotateSpeed)

    var element = scope.domElement

    rotateLeft((2 * Math.PI * rotateDelta.x) / element.clientHeight) // yes, height

    rotateUp((2 * Math.PI * rotateDelta.y) / element.clientHeight)

    rotateStart.copy(rotateEnd)
  }

  function handleTouchMovePan(event) {
    if (event.touches.length == 1) {
      panEnd.set(event.touches[0].pageX, event.touches[0].pageY)
    } else {
      var x = 0.5 * (event.touches[0].pageX + event.touches[1].pageX)
      var y = 0.5 * (event.touches[0].pageY + event.touches[1].pageY)

      panEnd.set(x, y)
    }

    panDelta.subVectors(panEnd, panStart).multiplyScalar(scope.panSpeed)

    pan(panDelta.x, panDelta.y)

    panStart.copy(panEnd)
  }

  function handleTouchMoveDolly(event) {
    var dx = event.touches[0].pageX - event.touches[1].pageX
    var dy = event.touches[0].pageY - event.touches[1].pageY

    var distance = Math.sqrt(dx * dx + dy * dy)

    dollyEnd.set(0, distance)

    dollyDelta.set(0, Math.pow(dollyEnd.y / dollyStart.y, scope.zoomSpeed))

    dollyIn(dollyDelta.y)

    dollyStart.copy(dollyEnd)
  }

  function handleTouchMoveDollyPan(event) {
    if (scope.enableZoom) handleTouchMoveDolly(event)

    if (scope.enablePan) handleTouchMovePan(event)
  }

  function handleTouchMoveDollyRotate(event) {
    if (scope.enableZoom) handleTouchMoveDolly(event)

    if (scope.enableRotate) handleTouchMoveRotate(event)
  }

  function handleTouchEnd(/*event*/) {
    // no-op
  }

  //
  // event handlers - FSM: listen for events and reset state
  //

  function onMouseDown(event) {
    if (scope.enabled === false) return

    // Prevent the browser from scrolling.

    event.preventDefault()

    // Manually set the focus since calling preventDefault above
    // prevents the browser from setting it automatically.

    scope.domElement.focus ? scope.domElement.focus() : window.focus()

    var mouseAction

    switch (event.button) {
      case 0:
        mouseAction = scope.mouseButtons.LEFT
        break

      case 1:
        mouseAction = scope.mouseButtons.MIDDLE
        break

      case 2:
        mouseAction = scope.mouseButtons.RIGHT
        break

      default:
        mouseAction = -1
    }

    switch (mouseAction) {
      case MOUSE.DOLLY:
        if (scope.enableZoom === false) return

        handleMouseDownDolly(event)

        state = STATE.DOLLY

        break

      case MOUSE.ROTATE:
        if (event.ctrlKey || event.metaKey || event.shiftKey) {
          if (scope.enablePan === false) return

          handleMouseDownPan(event)

          state = STATE.PAN
        } else {
          if (scope.enableRotate === false) return

          handleMouseDownRotate(event)

          state = STATE.ROTATE
        }

        break

      case MOUSE.PAN:
        if (event.ctrlKey || event.metaKey || event.shiftKey) {
          if (scope.enableRotate === false) return

          handleMouseDownRotate(event)

          state = STATE.ROTATE
        } else {
          if (scope.enablePan === false) return

          handleMouseDownPan(event)

          state = STATE.PAN
        }

        break

      default:
        state = STATE.NONE
    }

    if (state !== STATE.NONE) {
      document.addEventListener('mousemove', onMouseMove, false)
      document.addEventListener('mouseup', onMouseUp, false)

      scope.dispatchEvent(startEvent)
    }
  }

  function onMouseMove(event) {
    if (scope.enabled === false) return

    event.preventDefault()

    switch (state) {
      case STATE.ROTATE:
        if (scope.enableRotate === false) return

        handleMouseMoveRotate(event)

        break

      case STATE.DOLLY:
        if (scope.enableZoom === false) return

        handleMouseMoveDolly(event)

        break

      case STATE.PAN:
        if (scope.enablePan === false) return

        handleMouseMovePan(event)

        break
    }
  }

  function onMouseUp(event) {
    if (scope.enabled === false) return

    handleMouseUp(event)

    document.removeEventListener('mousemove', onMouseMove, false)
    document.removeEventListener('mouseup', onMouseUp, false)

    scope.dispatchEvent(endEvent)

    state = STATE.NONE
  }

  function onMouseWheel(event) {
    if (scope.enabled === false || scope.enableZoom === false || (state !== STATE.NONE && state !== STATE.ROTATE)) return

    event.preventDefault()
    event.stopPropagation()

    scope.dispatchEvent(startEvent)

    handleMouseWheel(event)

    scope.dispatchEvent(endEvent)
  }

  function onKeyDown(event) {
    if (scope.enabled === false || scope.enableKeys === false || scope.enablePan === false) return

    handleKeyDown(event)
  }

  function onTouchStart(event) {
    if (scope.enabled === false) return

    event.preventDefault()

    switch (event.touches.length) {
      case 1:
        switch (scope.touches.ONE) {
          case TOUCH.ROTATE:
            if (scope.enableRotate === false) return

            handleTouchStartRotate(event)

            state = STATE.TOUCH_ROTATE

            break

          case TOUCH.PAN:
            if (scope.enablePan === false) return

            handleTouchStartPan(event)

            state = STATE.TOUCH_PAN

            break

          default:
            state = STATE.NONE
        }

        break

      case 2:
        switch (scope.touches.TWO) {
          case TOUCH.DOLLY_PAN:
            if (scope.enableZoom === false && scope.enablePan === false) return

            handleTouchStartDollyPan(event)

            state = STATE.TOUCH_DOLLY_PAN

            break

          case TOUCH.DOLLY_ROTATE:
            if (scope.enableZoom === false && scope.enableRotate === false) return

            handleTouchStartDollyRotate(event)

            state = STATE.TOUCH_DOLLY_ROTATE

            break

          default:
            state = STATE.NONE
        }

        break

      default:
        state = STATE.NONE
    }

    if (state !== STATE.NONE) {
      scope.dispatchEvent(startEvent)
    }
  }

  function onTouchMove(event) {
    if (scope.enabled === false) return

    event.preventDefault()
    event.stopPropagation()

    switch (state) {
      case STATE.TOUCH_ROTATE:
        if (scope.enableRotate === false) return

        handleTouchMoveRotate(event)

        scope.update()

        break

      case STATE.TOUCH_PAN:
        if (scope.enablePan === false) return

        handleTouchMovePan(event)

        scope.update()

        break

      case STATE.TOUCH_DOLLY_PAN:
        if (scope.enableZoom === false && scope.enablePan === false) return

        handleTouchMoveDollyPan(event)

        scope.update()

        break

      case STATE.TOUCH_DOLLY_ROTATE:
        if (scope.enableZoom === false && scope.enableRotate === false) return

        handleTouchMoveDollyRotate(event)

        scope.update()

        break

      default:
        state = STATE.NONE
    }
  }

  function onTouchEnd(event) {
    if (scope.enabled === false) return

    handleTouchEnd(event)

    scope.dispatchEvent(endEvent)

    state = STATE.NONE
  }

  function onContextMenu(event) {
    if (scope.enabled === false) return

    event.preventDefault()
  }

  //

  scope.domElement.addEventListener('contextmenu', onContextMenu, false)

  scope.domElement.addEventListener('mousedown', onMouseDown, false)
  scope.domElement.addEventListener('wheel', onMouseWheel, false)

  scope.domElement.addEventListener('touchstart', onTouchStart, false)
  scope.domElement.addEventListener('touchend', onTouchEnd, false)
  scope.domElement.addEventListener('touchmove', onTouchMove, false)

  scope.domElement.addEventListener('keydown', onKeyDown, false)

  // make sure element can receive keys.

  if (scope.domElement.tabIndex === -1) {
    scope.domElement.tabIndex = 0
  }

  // force an update at start

  this.object.lookAt(scope.target)
  this.update()
  this.saveState()
}

CameraControls.prototype = Object.create(EventDispatcher.prototype)
CameraControls.prototype.constructor = CameraControls

// OrbitControls maintains the "up" direction, camera.up (+Y by default).
//
//    Orbit - left mouse / touch: one-finger move
//    Zoom - middle mouse, or mousewheel / touch: two-finger spread or squish
//    Pan - right mouse, or left mouse + ctrl/meta/shiftKey, or arrow keys / touch: two-finger move

var OrbitControls = function (object, domElement) {
  CameraControls.call(this, object, domElement)

  this.mouseButtons.LEFT = MOUSE.ROTATE
  this.mouseButtons.RIGHT = MOUSE.PAN

  this.touches.ONE = TOUCH.ROTATE
  this.touches.TWO = TOUCH.DOLLY_PAN
}

OrbitControls.prototype = Object.create(EventDispatcher.prototype)
OrbitControls.prototype.constructor = OrbitControls

// MapControls maintains the "up" direction, camera.up (+Y by default)
//
//    Orbit - right mouse, or left mouse + ctrl/meta/shiftKey / touch: two-finger rotate
//    Zoom - middle mouse, or mousewheel / touch: two-finger spread or squish
//    Pan - left mouse, or left right + ctrl/meta/shiftKey, or arrow keys / touch: one-finger move

var MapControls = function (object, domElement) {
  CameraControls.call(this, object, domElement)

  this.mouseButtons.LEFT = MOUSE.PAN
  this.mouseButtons.RIGHT = MOUSE.ROTATE

  this.touches.ONE = TOUCH.PAN
  this.touches.TWO = TOUCH.DOLLY_ROTATE
}

MapControls.prototype = Object.create(EventDispatcher.prototype)
MapControls.prototype.constructor = MapControls

// TrackballControls allows the camera to rotate over the polls and does not maintain camera.up
//
//    Orbit - left mouse / touch: one-finger move
//    Zoom - middle mouse, or mousewheel / touch: two-finger spread or squish
//    Pan - right mouse, or left mouse + ctrl/meta/shiftKey, or arrow keys / touch: two-finger move

var TrackballControls = function (object, domElement) {
  CameraControls.call(this, object, domElement)

  this.trackball = true
  this.screenSpacePanning = true
  this.autoRotate = false

  this.mouseButtons.LEFT = MOUSE.ROTATE
  this.mouseButtons.RIGHT = MOUSE.PAN

  this.touches.ONE = TOUCH.ROTATE
  this.touches.TWO = TOUCH.DOLLY_PAN
}

TrackballControls.prototype = Object.create(EventDispatcher.prototype)
TrackballControls.prototype.constructor = TrackballControls

export {CameraControls, OrbitControls, MapControls, TrackballControls}
